Yakuza Kiwami: The Minigame Guide
All right, let's get into the smaller minigames in Kiwami, because these are the things that can leave you staring at a nearly finished completion list long after the story is over.
A lot of the frustration comes from doing something that sounds right without doing the exact thing the game wants. Winning at pool doesn't necessarily give you a combination shot. Five bowling challenges spread across five visits don't finish the Split Game requirement. Catching fifteen toys doesn't help if eight of them are the same toy.
I want to go through the requirements, explain what actually counts, and give you something useful to work with when the first attempt doesn't go your way.
This covers batting, bowling, darts, pool, karaoke, UFO Catcher, the photo booth, and the five shogi wins. Pocket Circuit, MesuKing, mahjong, and the gambling tables have enough going on to deserve their own guides.
Before you start
Use the Completion List to track the objective, then check the Play Log when you need the details underneath it. Those are related, but they are not identical. Finishing the completion requirements does not mean you have exhausted every statistic in the Play Log.
Also, “What a Player” asks you to experience the minigames. It does not require every high score covered here. If that achievement is still missing after your tour of Kamurocho, remember to pay for a visit to Asia. Going there during the story is not the same as paying for the activity afterward. [Achievement requirements](https://playstationtrophies.org/game/yakuza-kiwami/trophy/189637-what-a-player.html)
Batting Center
Go to Yoshida Batting Center in the Hotel District. The completion targets are ten two-panel hits and at least 1,600 points on each of the four courses: Easy, Normal, Hard, and Extra Hard.
Each game gives you up to twenty pitches, but three misses end it early. That means your first job is finding the contact timing. Trying to memorize a perfect target route while missing the ball isn't going to get you very far.
Watch Kiryu's bat. He moves it while waiting, then steadies himself as the pitch reaches the useful hitting window. That gives you a visual cue that is easier to repeat than counting out the same delay for every pitch. A fastball and a curve should not get the same timing just because they come out of the same machine.
Start on Easy. There is one panel, and each successful hit gives 100 points. Sixteen hits reach the target, but you still have to avoid that third miss before getting there. Once the timing makes sense, move on instead of demanding a perfect 2,000-point run. [Batting rules and completion targets](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/batting-center)
Normal gives you three panels worth 150 points apiece. Clear those and you get a small bonus target worth 400. You only get the next pitch to hit it, so pay attention when the board changes. Missing the bonus does not mean the whole run is lost. Go back to clearing the ordinary targets and build another chance.
Hard and Extra Hard use the numbered grid. The ordinary panels are worth less individually, but completing rows, columns, and diagonals adds points. Clearing the board gives you a shot at a bonus target. On Extra Hard, that bonus target can appear in different places, so don't leave your aim parked where the previous one appeared.
For the two-panel requirement, aim at the boundary between two neighboring panels. You want the ball to catch both panels in one hit. Hitting two separate pitches into two separate panels doesn't count. Work on this while doing the grid courses so those attempts also contribute toward your score.
If you get a run with good timing but a poor score, adjust the targets. If you're missing pitches, fix the timing first. Those are different problems, and changing everything at once makes it harder to tell what helped.
The pitch sequence is repeatable within a course. A useful practice method is to note the pitch that keeps beating you, then watch for that same part of the next run. You do not need to learn every speed in the game before getting 1,600. [Course layouts and pitch sequences](https://dswiipspwikips3.jp/yakuza-kiwami/playspot/batting-center.html)
Bowling
Mach Bowl has two completion jobs: ten strikes and five cleared layouts in one Split Game.
That last part matters. You cannot clear one layout, leave, do that five times, and expect it to finish. You need five successes during the same Split Game session, before three failed attempts end it. You can choose the layouts rather than taking them in a forced order. [Split Game requirement](https://gamerbase.net/guias/guia-de-lista-de-completados-completion-list-yakuza-kiwami-688)
For normal bowling, settle on a ball and keep your approach consistent. A lighter ball gives you a slower-moving direction gauge, which can make aiming easier. A heavier ball changes the power timing. Switching balls after every bad throw can leave you learning a different timing on every frame.
Aim slightly to one side of the headpin, into the pocket between pins 1 and 2 or pins 1 and 3. Sending the ball straight into the center of the headpin can leave an annoying split. Once you find a line that works, repeat the position, direction, power, and spin instead of making four new guesses.
For Split Game, I would start with the early layouts and learn five of them:
• Baby Split: drive the ball between pins 3 and 10 so it clips both.
• In the Dark: use the line through pin 2.
• Poison Ivy: work through the gap between pins 3 and 6.
• Bucket: aim through pin 2 so the remaining pins fall together.
• Picket Fence: move one position right, then aim between pins 1 and 2.
These are aiming references, not a promise that any power and spin will work. Watch what the missed throw actually did. If it only caught the outside pin, bring the line inward. If it went through the middle and left an edge standing, adjust the angle rather than blindly adding power.
The rewards are useful for Pocket Circuit too: three cleared layouts give the Sunshine Decal, five give the Extra Speed Frame, and seven give Ultra Soft Tires. Five is enough for bowling completion, so the seven-clear attempt is a separate decision. [Bowling layouts](https://kouryakutsushin.com/ryu-kiwami/%E3%83%9C%E3%82%A6%E3%83%AA%E3%83%B3%E3%82%B0) [English reward names](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/bowling)
Darts
Darts are at Vincent. For completion, you need ten hat tricks. A hat trick means all three darts in a turn land in the bull. Ten individual bullseyes are not ten hat tricks.
Play 901 by yourself. That gives you room to throw repeated sets without an opponent ending the game before you have had much practice. Both the inner and outer bull count for the 50-point bull in this mode.
The aim and the throwing motion both matter. Line up the dart, pull the right stick back, and release cleanly. If you're pushing it off to one side as you release, your landing point can move even when the aiming point looked right.
Do a few throws with the same dart and the same pullback. If they consistently land high, low, or to one side, make one small adjustment. That is much more useful than whipping the stick forward harder after every miss. [Hat tricks and the solo 901 method](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/darts)
There are better darts than the starting House Darts. You receive Standard Darts after playing an ordinary game. Custom Darts come from playing ten games. Sniper Darts become available at Ebisu Pawn for ¥1 million after obtaining the Standard set. You do not need the ¥10 million Battle-Tested set just to finish ten hat tricks.
Remember to select the better darts once you have them. Owning a set doesn't help while you're still throwing the old ones.
For the other modes, 01 games count downward and require an exact finish. Going past zero is a bust. Count Up simply adds your points. Cricket uses 15 through 20 and the bull: three marks close a number, and further hits score while the opponent still has that number open. Those rules matter when you're playing a particular opponent instead of just farming the completion target. [Dart upgrades and game rules](https://dswiipspwikips3.jp/yakuza-kiwami/playspot/darts.html)
Pool
Pool is also at Vincent. You need three combination shots and three carom shots.
These sound similar, but the difference is which ball makes the second contact.
A combination is cue ball into the first object ball, then that object ball knocks another object ball into a pocket.
A carom is cue ball into the first object ball, then the cue ball continues into another object ball and pockets that second ball.
The cue ball going into a pocket is a scratch. That isn't the carom you want.
Use solo Nine-Ball. You must contact the lowest-numbered ball first, but another numbered ball can be the one that drops. For a combination, look for the lowest ball lined up behind a ball near a pocket. Hit the lowest ball into that second ball. For a carom, look for a shot where the cue ball can glance off the lowest ball and continue toward a different ball sitting near a pocket.
You can use a foul to get ball in hand and arrange a more useful cue-ball position. That helps with the setup, but the scoring shot still needs the correct first contact. Check the completion counter after a successful-looking shot so you know whether the game accepted it. [Pool rules and completion shots](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/pool)
For aiming, use the overhead view. Draw an imaginary line from the pocket through the center of the ball you want to sink. The cue ball needs to arrive behind that ball on the same line. Aiming at the visible center from wherever the cue ball happens to be is why a lot of shots go sideways.
Use enough power to finish the shot, not automatically maximum power. Hard shots create more movement afterward, and that can turn a good setup into a scratch or leave the next ball in a terrible place. Keep the stick motion straight when taking the shot.
Haruka adds two other pool games. In Four-Ball, the cue ball must contact at least two other balls to score. Knocking one object ball into another is not the same thing. In Rotation, you contact the lowest-numbered ball first, and pocketed balls contribute their numbered value. The winning target is 61 points. [Haruka's pool requests](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/harukas-whims)
Karaoke
Karaokekan has six songs that need at least 900 points:
• TONIGHT.
• Iji Sakura 2000.
• Bakamitai -Sorrow-.
• Otometal MY LIFE.
• Moment de la Petite Sirene.
• EURO de x3 SHINE.
Kiryu sings the first three. The other three are interjection songs. Haruka performs Otometal MY LIFE, Rina sings EURO de x3 SHINE, and Yui sings Moment de la Petite Sirene when you bring them along. You can work on the completion scores alone too; the companion outings add their own performances and scenes.
Use Lively Interjections for the women's songs when aiming for the completion scores. The easier support option is not the route I would use for those targets. [Songs and completion scores](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/karaoke)
Watch the input line rather than the background scene. The cutaways are fun, but they are also an excellent way to miss the start of the next phrase. On held notes, keep the button down for the full bar. On repeated inputs, don't turn a controlled pattern into random mashing.
When a song keeps stopping just short of 900, pay attention to where the misses happen. If they cluster around a line transition, start looking toward the next line a little earlier. If they happen on long notes, check whether you're letting go too soon. You don't need a perfect 1,000-point performance, so one mistake is not a reason to throw away the rest of a good run.
Haruka's later 950-point Otometal request is a separate, stricter target. Getting the 900-point completion entry does not finish that request for you. [Karaoke controls and Haruka scoring](https://dswiipspwikips3.jp/yakuza-kiwami/playspot/karaoke.html)
UFO Catcher
There are sixteen prize types, and completion needs fifteen different ones. Both Club SEGA locations can supply the collection. You do not need to hunt for a secret third arcade.
The checklist is:
• Bunchan, white.
• Bunchan, pink.
• Jumbo Bunchan.
• Chestnut the Squirrel, blue.
• Chestnut the Squirrel, red.
• Jumbo Chestnut.
• AiAi.
• GonGon.
• MeeMee.
• Baby.
• Woo Papa.
• Woo Mama.
• Woo-kun.
• Kyon-bo.
• Kyon-chan.
• Kara Kappa.
Use the Play Log to check what you've actually won. A duplicate does not add another type, and a toy obtained somewhere else is not the same as winning it from the machine. [Prize checklist](https://dswiipspwikips3.jp/yakuza-kiwami/playspot/ufo-catcher.html)
Line up the claw from the front, then use the side view for the depth. Looking from only one angle is how you get a claw that appears perfectly centered but drops behind the toy.
For toys that lift easily, aim around their center. For awkward or heavy toys, think about moving them toward the chute over more than one attempt. Hooking or rolling one can work better than repeatedly trying to lift it straight up.
Talk to the employee when the current stock doesn't contain anything you need or a toy has fallen into an awful position. Changing the contents gives you another arrangement. You are not required to rescue the same badly placed toy for twenty attempts.
Keep useful quest prizes instead of selling everything immediately. The Crane Game substory at the Nakamichi Street arcade asks for particular toys, including the Woo family later on. Haruka also has a specific Baby request. Work those into the collection when they are active. [Machine reset and prize handling](https://kamigame.jp/ryugagotokukiwami/page/340101633578955325.html) [Crane Game substory](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/chapter-4-substories)
Photo booth
The photo booths are at the two Club SEGA locations. You need ten best shots, not ten different frames and not ten visits.
A session gives you three photos. Pick the frames, then time one of the displayed face-button inputs as the moving marker reaches it. You only need to press the button you chose. You are not supposed to hit all four in sequence.
A successful best shot has the sparkling effect. All successful shots count, so a good visit can contribute three. If an early button leaves too little time to react, pick one later along the bar and use that timing consistently.
The photo you keep in the album is a separate choice from earning the best-shot count. There is no need to invent ten different poses to finish the requirement. [Photo-booth timing and completion](https://dswiipspwikips3.jp/yakuza-kiwami/playspot/photo-booth.html)
Shogi
Go to Shoten on Senryo Avenue. The completion target is five wins without using a take back.
You do not need to defeat five different ranked opponents. You can repeat Challenge 1 five times. That challenge gives you a king and rook against a king and pawn, which is much easier to manage than a full board of unfamiliar pieces.
Promote the rook when it reaches the opponent's promotion area. Use it to cut off ranks and files, bring your king forward safely, and remove the pawn when you can. The aim is to restrict the opposing king until it has no escape from check. Keep your own rook protected instead of placing it next to the enemy king for a free capture.
If you want to follow the board visually, this [Kiwami shogi challenge demonstration](https://youtube.com/watch?v=QM42oCzypzc) starts with the relevant challenge. Follow the actual position on your screen, not just a memorized movement after the computer does something different.
Do not press Take Back or Super Take Back during the five completion wins. If you make a mistake, restarting the challenge is safer than undoing it and assuming the win will still qualify.
Locker J3 contains the Give-Up Piece, which forces a win, but you don't need to spend it on a puzzle you can repeat normally. The later Dragon Slayer purchase costs 100,000 shogi points. That is a different equipment-collection project, not part of the five-win requirement. [Shogi completion and Give-Up Piece](https://gamefaqs.gamespot.com/ps4/181171-yakuza-kiwami/faqs/75194/shogi)
The order I would use
Do the arcade toys and photo booth while their related substories are active. Get the pool shots and darts done together at Vincent. Work on bowling while collecting Pocket Circuit parts. Combine karaoke scores with companion outings when convenient, or work on the completion songs alone. Leave the batting courses for a session where you can repeat the timing without constantly changing activities.
And check the list before deciding you need to do more. If it asks for five shogi wins, you don't need to become the shogi champion. If it asks for 1,600 in batting, a clean 1,600 counts. Knowing when the job is actually done is part of making this completion run manageable.
Yakuza Kiwami: The Minigame Guide
· Yakuza Kiwami